Add new asset type definitions: - GfxWorld and related structures (cells, lights, probes) - Menu system (menudef, itemdef, windowdef, listboxdef) - Sound system (soundalias, soundfile, speakermap, sndcurve) - D3D resources (vertex/index buffers) - Font glyphs and expression entries Update existing definitions with improved field annotations and UI display properties. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
31 lines
878 B
Plaintext
31 lines
878 B
Plaintext
type stringtable_asset [display="String Table"]
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{
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i32 name_ptr [ui, readonly, display="Name Ptr"];
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i32 column_count [ui, readonly, display="Column Count"];
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i32 row_count [ui, readonly, display="Row Count"];
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i32 values_ptr [ui, readonly, display="Values Ptr"];
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// Parse inline name
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if (name_ptr == -1) {
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name = cstring() [ui, readonly, display="Name"];
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_name = name;
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}
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// Parse string table values if inline
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if (values_ptr == -1 && row_count > 0 && column_count > 0) {
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cell_count = row_count * column_count;
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// First read all cell pointers (each is 4 bytes)
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_cell_ptrs_size = cell_count * 4;
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cell_ptrs = read(_cell_ptrs_size) [ui, readonly, display="Cell Pointers"];
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// Then read all cell string values
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cells = 0;
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repeat(cell_count) {
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_cell_value = cstring();
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cells = push("cells", _cell_value);
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}
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}
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}
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